delta time
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dec571d8c1
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@ -2,7 +2,7 @@ namespace TanksServer.GameLogic;
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internal sealed class CollideBulletsWithMap(BulletManager bullets, MapService map) : ITickStep
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{
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public Task TickAsync()
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public Task TickAsync(TimeSpan _)
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{
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bullets.RemoveWhere(TryHitAndDestroyWall);
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return Task.CompletedTask;
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@ -6,7 +6,7 @@ internal sealed class CollideBulletsWithTanks(
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SpawnQueue spawnQueue
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) : ITickStep
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{
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public Task TickAsync()
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public Task TickAsync(TimeSpan _)
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{
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bullets.RemoveWhere(BulletHitsTank);
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return Task.CompletedTask;
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@ -9,8 +9,6 @@ internal sealed class GameTickWorker(
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ILogger<GameTickWorker> logger
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) : IHostedService, IDisposable
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{
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private const int TicksPerSecond = 25;
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private static readonly TimeSpan TickPacing = TimeSpan.FromMilliseconds(1000 / TicksPerSecond);
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private readonly CancellationTokenSource _cancellation = new();
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private readonly List<ITickStep> _steps = steps.ToList();
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private Task? _run;
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@ -41,14 +39,14 @@ internal sealed class GameTickWorker(
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while (!_cancellation.IsCancellationRequested)
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{
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logger.LogTrace("since last frame: {}", sw.Elapsed);
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var delta = sw.Elapsed;
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sw.Restart();
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foreach (var step in _steps)
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await step.TickAsync();
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await step.TickAsync(delta);
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var wantedDelay = TickPacing - sw.Elapsed;
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if (wantedDelay.Ticks > 0)
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await Task.Delay(wantedDelay);
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await Task.Delay(1);
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}
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}
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catch (Exception ex)
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@ -2,5 +2,5 @@ namespace TanksServer.GameLogic;
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public interface ITickStep
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{
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Task TickAsync();
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Task TickAsync(TimeSpan delta);
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}
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@ -2,20 +2,21 @@ namespace TanksServer.GameLogic;
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internal sealed class MoveBullets(BulletManager bullets, IOptions<TanksConfiguration> config) : ITickStep
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{
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public Task TickAsync()
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public Task TickAsync(TimeSpan delta)
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{
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foreach (var bullet in bullets.GetAll())
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MoveBullet(bullet);
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MoveBullet(bullet, delta);
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return Task.CompletedTask;
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}
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private void MoveBullet(Bullet bullet)
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private void MoveBullet(Bullet bullet, TimeSpan delta)
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{
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var speed = config.Value.BulletSpeed * delta.TotalSeconds;
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var angle = bullet.Rotation * 2 * Math.PI;
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bullet.Position = new FloatPosition(
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bullet.Position.X + Math.Sin(angle) * config.Value.BulletSpeed,
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bullet.Position.Y - Math.Cos(angle) * config.Value.BulletSpeed
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bullet.Position.X + Math.Sin(angle) * speed,
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bullet.Position.Y - Math.Cos(angle) * speed
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);
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}
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}
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@ -8,15 +8,15 @@ internal sealed class MoveTanks(
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{
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private readonly TanksConfiguration _config = options.Value;
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public Task TickAsync()
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public Task TickAsync(TimeSpan delta)
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{
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foreach (var tank in tanks)
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tank.Moved = TryMoveTank(tank);
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tank.Moved = TryMoveTank(tank, delta);
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return Task.CompletedTask;
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}
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private bool TryMoveTank(Tank tank)
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private bool TryMoveTank(Tank tank, TimeSpan delta)
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{
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var player = tank.Owner;
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@ -36,6 +36,8 @@ internal sealed class MoveTanks(
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return false;
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}
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speed *= delta.TotalSeconds;
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var angle = tank.Orientation / 16d * 2d * Math.PI;
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var newX = tank.Position.X + Math.Sin(angle) * speed;
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var newY = tank.Position.Y - Math.Cos(angle) * speed;
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@ -8,7 +8,7 @@ internal sealed class RotateTanks(
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{
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private readonly TanksConfiguration _config = options.Value;
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public Task TickAsync()
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public Task TickAsync(TimeSpan delta)
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{
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foreach (var tank in tanks)
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{
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@ -20,10 +20,10 @@ internal sealed class RotateTanks(
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case { TurnRight: false, TurnLeft: false }:
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continue;
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case { TurnLeft: true }:
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tank.Rotation -= _config.TurnSpeed;
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tank.Rotation -= _config.TurnSpeed * delta.TotalSeconds;
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break;
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case { TurnRight: true }:
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tank.Rotation += _config.TurnSpeed;
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tank.Rotation += _config.TurnSpeed * delta.TotalSeconds;
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break;
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}
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@ -8,7 +8,7 @@ internal sealed class ShootFromTanks(
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{
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private readonly TanksConfiguration _config = options.Value;
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public Task TickAsync()
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public Task TickAsync(TimeSpan _)
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{
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foreach (var tank in tanks.Where(t => !t.Moved))
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Shoot(tank);
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@ -28,8 +28,8 @@ internal sealed class ShootFromTanks(
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var rotation = tank.Orientation / 16d;
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var angle = rotation * 2d * Math.PI;
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var position = new FloatPosition(
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tank.Position.X + Math.Sin(angle) * _config.BulletSpeed,
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tank.Position.Y - Math.Cos(angle) * _config.BulletSpeed
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tank.Position.X + Math.Sin(angle) * 6,
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tank.Position.Y - Math.Cos(angle) * 6
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);
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bulletManager.Spawn(new Bullet(tank.Owner, position, rotation));
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@ -7,7 +7,7 @@ internal sealed class SpawnNewTanks(
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BulletManager bullets
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) : ITickStep
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{
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public Task TickAsync()
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public Task TickAsync(TimeSpan _)
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{
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if (!queue.TryDequeueNext(out var player))
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return Task.CompletedTask;
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@ -14,7 +14,7 @@ internal sealed class GeneratePixelsTickStep(
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private readonly PixelGrid _observerPixelGrid = new(MapService.PixelsPerRow, MapService.PixelsPerColumn);
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private readonly GamePixelGrid _gamePixelGrid = new(MapService.PixelsPerRow, MapService.PixelsPerColumn);
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public async Task TickAsync()
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public async Task TickAsync(TimeSpan _)
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{
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_gamePixelGrid.Clear();
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foreach (var step in _drawSteps)
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@ -21,10 +21,10 @@
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"Port": 2342
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},
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"Tanks": {
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"MoveSpeed": 1.5,
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"TurnSpeed": 0.02,
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"MoveSpeed": 37.5,
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"TurnSpeed": 0.5,
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"ShootDelayMs": 450,
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"BulletSpeed": 3
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"BulletSpeed": 75
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},
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"Players": {
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"SpawnDelayMs": 3000,
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